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Making games in Go: 3 months without LLMs vs. 3 days with LLMs

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21–30 of 236 posts

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#21
post #2

A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??

Code is not the hard part of making a game

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#22
post #12
post #9

The LLM started with a three month headstart, both in terms of code, using the previous game as a template, and more importantly, all of the learnings and mistakes you made in the hand-coded pass.

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Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#23
post #6

Earlier quoted context omitted.

LLMs can't help much with assets?

But image generation and cloning a visual artist’s style is one of AI’s apparent strengths. So it’s interesting to think about what the gaps are between fulfilling a single prompt and completing a project.

AI generated assets look like dogshit

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#24

Earlier quoted context omitted.

This. You may as well buy a shooter game starter pack or whatever that can save you >1year of coding, no llm needed. Code is not a hard part. Making mechanics fun and good assets is what is hard and takes forever. Sure you can use llm to write a generic game, but its easier to find same game on github and just use that code, why would you write it again with llm.

Why not just copy the mechanics of an existing fun game?

Many people do and then sell nothing

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#25
post #2

A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??

This is like asking "where are all the very polished and professional LLM books."

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#26
post #13
post #12

Earlier quoted context omitted.

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But they're right and you're not addressing anything

I don’t get these arguments.

Just because LLM learned the entire internet does not mean it can’t 10x a developer.

Were all standing on shoulders of giants - LLM or no LLM. LLM gives you extra pair of ladders. That are wobbly for sure. But ladders still.

Using LLM invalidates nothing and the 10x stories are totally plausible.

The plagiarization argument is to me moot - most of us are plagiarizing previous work, weather we know it or not.

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#27

Earlier quoted context omitted.

This. You may as well buy a shooter game starter pack or whatever that can save you >1year of coding, no llm needed. Code is not a hard part. Making mechanics fun and good assets is what is hard and takes forever. Sure you can use llm to write a generic game, but its easier to find same game on github and just use that code, why would you write it again with llm.

Why not just copy the mechanics of an existing fun game?

If it's identical, you made a clone. If it's evenly slightly different, the design needs to be rethought. In a good game, the mechanics, assets, and game loop harmonize. Change one piece, and the balance shifts.

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#28
post #2

A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??

I’m sorry but the difficult part of making games isn’t the coding, it is making something that is appealing and enjoyable to play. An LLM isn’t going to help with that at all. How is it going to know if something is fun? That’s the real work. Also the idea that a dev who could making a game in 24 hour would create something professional and polished in 3 days is a joke. The answer to “where are all the games” is simp…

Easy! Ask the LLM to play the game and if it’s not fun to try again. just like when you ask it to compile the code and if it fails to try again

…Joking…. For now

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#29
post #12

Earlier quoted context omitted.

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” but it only did so by stochastically parroting hallucinated slop”

I’m not sure what the argument here is. That you should only use the most primitive tools available?

”LLMs suck” arguments sound exactly like ”IDE:s suck! True engineers writes everything in notepad.exe”. Or ”debuggers suck! Use only printfs!”

People have different ways of cognition and different strategies of problem solving and tool use. The fact you can’t understand other persons tool use is not an argument against those tools. It simply points out the tools may not be usefull to the critics mode of cognition or problem solving. Not that the tools suck.

Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs

#30
What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. The real grind is in all the invisible layers on top; balancing the loop, tuning difficulty, creating assets that don’t look uncanny, and building enough polish to hold someone’s attention for more than 5 minutes.

That’s why we’re not suddenly drowning in brilliant Steam releases post-LLMs. The tech has lowered one wall, but the taller walls remain. It’s like the rise of Unity in the 2010s: the engine democratized making games, but we didn’t see a proportional explosion of good game, just more attempts. LLMs are doing the same thing for code, and image models are starting to do it for art, but neither can tell you if your game is actually fun.

The interesting question to me is: what happens when AI can not only implement but also playtest -- running thousands of iterations of your loop, surfacing which mechanics keep simulated players engaged? That’s when we start moving beyond "AI as productivity hack" into "AI as collaborator in design." We’re not there yet, but this article feels like an early data point along that trajectory.

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